From the maker of Markistan RPG comes Hatchet. Hatchet is a heavy duty conversion mod for Deus Ex with a campaign all its own. Hatchet contains a unique storyline & employs free-roam mechanics to present a world we think will shock, satisfy, & puzzle you to the end.

Post news Report RSS Hatchet Monthly Pre-Update September 2015

Another busy month spent polishing up the arsenal and, in turn, various mechanics. Read full post for what got done!

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Another busy month spent polishing up the arsenal and, in turn, various mechanics.


Here's what got done:
-Rest of Hatchet arsenal is now completely converted to Nonlinear Parts, effectively TRIPLING the amount of icon work for every weapon's parts and expanding a lot of the code to be smarter, in addition to a bit of modeling (such as the Order 10G's 2 visible attachments) along the way.
-Modified masterkey loads in Order 10 Gauge to be affected by the weapon's spread and hence effective range. This means suppressed and sawed off barrels have to be closer to doors and/or living things to effectively apply the door breaching damage bonus.
-Made .50 Caliber cartridges cheaper to make by reducing the material cost for the tipping and filling by 1 unit, down to 1 for each component, like all sane ammos. This is because the weapon was less economic, and, in recent days, no longer quite as raw firepower heavy as some competing weapons (now that double mags and scopes are abundant), so making the weapon more economic seemed like the rational thing to do.
-Revbow's damage is now affected by its cylinder type. Strong and high quality gives damage bonus, light and low quality produce a damage penalty, and medium quality/tactical give no craps either way.
-Revbow's base damage upped from 9 to 10, since many factors now affect how OP 9 vs 10 actually IS.
-Fixed a bug with .45 magnum filler sometimes spawning in High Velocity variant, which normally does not exist.
-Further, definitive fixes into weapon weight mechanics in relation to part spec. Quite frankly, it was discovered countless things were wrong with the formula including by not limited to: Quality multiplier, bad int vs float conversions, unwanted truncation in calculation, bad value extremities, bad part calculation for scopes, and bad method for comparing certain values. It took me about 3 hours to sort it all out. Dear god.
-Weapons now corrode per part 85% of time instead of 90% of the time, and before that previously 80% of the time. Additionally, using high velocity rounds increasing degradation rate to a very even 100%.
-Modified per-limb player healing to divert overkill amounts of health into the normal order of "heal all".
-Modified code for bridging slugger's noise reducing barrel.
-Modified the way melee damage is calculated, including up to a 10% penalty across to a 10% bonus (new) to damage in relation to how much arm health a player has left.
-Sorted out some formatting errors on shop screens with NPCs.
-Magazines now reskin in relation to the weapon the dropped them, and its magazine coloration.
-Various fixes with reskin method used on some new weapons after non-linearity was applied.
-Fixed some materials not being set for default weapons, in relation to their part spec.
-Fixed bad stat calculations in some very rare instances.
-Modified the values at which scopes give bonuses to guns, relation to the Order Doubled Sniper, General Rifle, and Scoped Order 10 Gauge.
-Fixed some faulty descriptions on the slugger grenade launcher.
-Fixed part inconsistency in stats (in practice) vs described stats in inventory screen.
-Slight stat changes and rebalancing on select weapons.
-Fixed some bugs related to multiplayer replication, and debugged other aspects in preparation for MP.

EDITS:
-Fixed some bad price ranges on ammos containing plastic, since plastic has increased cost since the nonlinear weapons update.
-Added snakeshot "shotgun style" rounds for the gust rifle, allowing it to have both more tactical roles and more ammo choices.
-Re-implemented incendiary rounds for the gust rifle, for the sake of choices and crowd control.
-Modified the way AI aims with physical projectile weapons to properly compensate for projectile arc.
-Made slugger shell velocity scale the amount of knockback dished. This includes, yes, up to a 66% bonus to knockback from high velocity shells. Thunk.
-Modified the way weapon parts appear in randomly generated containers. Now they shift into "higher tier" parts 5 levels faster than entire weapons, though at lower initial probabilities than before. This means players who do a lot of looting and digging around can obtain some nice hardware a bit ahead of the curve!
-Modified jamming rates on weapon specialization again, now leaning towards +2% per tactical part (that affects firing in some way) and -3% chance per agile part. Previously this was +2 and -4 (which doubled up the values in processing by accident) and +1 vs -1. This is deemed more balanced than before.

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